How Rebellion used VR to bring further immersion to the Zombie Army series
summary
Rebellion and XR Games port Zombie Army to VR as an 8+ hour campaign built for PSVR2 with average levels ~30 minutes, shipping PSVR2 adaptive triggers and enhanced headset haptics. The team converts the killcam to a local effect, moves HUD elements into a wrist-based HUD, supports two-player co-op, and accepts emergent play (one‑handed shotgun feels cool but trades accuracy). Work focuses on platform optimization, a suite of comfort/motion options, and in-world reworks of reloads and feedback.
AI-written summary · about
chapters (14)
- 0:00Rebellion and ZA VR intro
- 2:01Zombie Army VR creators
- 3:44Why Zombie Army fit VR
- 5:08PSVR2 immersion features
- 6:36VR combat mechanics
- 8:00Unexpected gameplay features discovered in testing
- 10:11Killcam in VR
- 13:40HUD for VR challenges
- 15:47Co-op in VR battles
- 17:54VR pacing design
- 19:40VR difficulty balancing
- 21:05VR gaming future
- 22:50VR evolution and indie
- 24:16Q&A
related talks
45mThe Tactical Taco Truck: How ‘Army of the Dead’ Rolled Into VR
13mVR epiphany
18mLessons learnt from converting parts of Apex Construct from PSVR to mobile Gear VR
55mBuilding next-gen games for PlayStation VR2 with
53mGame design for VR: Breaking Rules
48mTalking VR Turkey
50mVR Best Practices
40mVirtual Reality gaming analysis of Yon Paradox development
